Search results

  1. X

    Adding a Spark to the Malakim

    How about creating a Desert-only resource that can only be discovered by Malakim? Here's a basic idea: Ancient religious artifacts Resource: +1 happiness, +1 trade worked tile +7(?) trade. every 100 turns, there's a 1% chance that any Malakim city with a temple spawns this resource in...
  2. X

    Dungeon Exploration Events: Ideas Thread

    WHile I wouldn't want every event reliant on knowing the backstory, a rare event that you can do better with backstory knowledge doesn't bother me.
  3. X

    Ideas to improve Barbarian

    Personally, if I wanted to increase the value of Barbarian in single-player games, I'd just reduce the combat advantage the AI gets against barbarian units (presently at 25%).
  4. X

    Wiser Orcs (a FfH II mod)

    To be clear, I'm describing the algorithm in detail so that I can get feedback - particuarly negative/corrective feedback. One change I'm already considering is to have the "Religion by Alignment" algorithm available at each difficulty level. I think that if I continue to develop Civilization...
  5. X

    Wiser Orcs (a FfH II mod)

    At the moment, I just took portions of the first 10 quiz responses that were easy to implement, making the assumption that virtually any human strategy is better than the present one. Eventually, I'll either remove some of the less effective strategies, or place them in the easier difficulty...
  6. X

    Wiser Orcs (a FfH II mod)

    Presently, our goal is to re-enforce that; concentration on magic weakens an AI player. Once we get to working on Magic AI, we'll re-enable it - and in the meantime, we can work on priestly spells. I'm hoping to code a group of spells for the next release or the one after it. I'm planning to...
  7. X

    Wiser Orcs (a FfH II mod)

    I started to look at adding flavors for buildings, and I discovered that they are already there (in FfH II). That was easy :lol:.
  8. X

    FfH2 0.33 Bug Thread

    I guess I should clarify. I'm getting asserts in CvPlayerAI::AI_getAttitude( (as well as other low-level functions). It appears that this is due to events being called for a player, where the event requires exactly 1 player, but TriggeredData.m_eOtherPlayer is set to a value other than NO_PLAYER...
  9. X

    FfH2 0.33 Bug Thread

    I've investigated the issue that triggered the below change further, and replicated it multiple times. It appears to occur whenever there's an event that doesn't require another player. Here's the fix I'm trying in CvPlayerAI::AI_eventValue: if ((kTriggeredData.m_eOtherPlayer != NO_PLAYER) &&...
  10. X

    FfH2 0.34 Change log

    The AI cheats at every level, last I looked (even Settler). However, at a number of levels, it also gets penalties. While I obviously empathize with improving the AI, I suspect that best reason for handing out free XP is to have the scaling difficulty level options more obviously and more...
  11. X

    Vanilla FF2 023c - Year gone - Am I missing anything?

    As much as I appreciate Kael's trying to take the blame, Smarter Orcs was significantly slower than FfH II 0.23c. The primary culprit was that each AI player was trying a lot more potential unit actions and paths for each move, which resulted in slower turns later in the game. On the other...
  12. X

    FfH2 0.34 Change log

    I'm curious why people keep thinking that this is the case. The vast majority of summons (possibly all) in 0.33 have no military support. Can you name one that does? Note that xienwolf corrects this below - military support only affects costs for the Pacifist civic. P.S.: If you're adamant...
  13. X

    Vanilla FF2 023c - Year gone - Am I missing anything?

    That message is just noting a crash in the C++ code. I'd probably be the best person to diagnose this, since it's likely a Smarter Orcs defect (Smarter Orcs made more changes to the C++ code than Fall From Heaven II 0.23c), although I'm not certain that I want to spend the up to 4 days of...
  14. X

    Raging Barbarians in FF

    Good ideas; I'll put a note in for future ideas. I'd have to look at the code to see how feasible this is; I haven't done a lot with unit AI yet.
  15. X

    Raging Barbarians in FF

    Yep, it's implemented in Wiser Orcs. The C++ code can be found grepping on "stronger response to barbarian offensive" There are also two XML fields: BARBARIAN_LOSS_MEMORY_TURNS BARBARIAN_LOSS_THRESHOLD_UNITS War footing (WARPLAN_TOTAL) for a player against the barbarians occurs when...
  16. X

    Sheaim questions

    For each city, during its turn: If the Armageddon counter is 49 or less, There is a 6.01% chance of summoning something, and the maximum summonable of a unit class is the number of planar gates. If the Armageddon counter is 50-74 or less, There is a 9.01% chance of summoning something, and...
  17. X

    FfH2 0.33 Bug Thread

    Yes, it goes up to 2^31-1, or roughly 2,000,000,000. Hack off 5 zeroes for the 100,000 multiplier in there (near bCheapBooster - yes there's a division later, but that doesn't matter to the overflow), and that's 20,000. hack of 2,000 for a random variable, that's 18,000. Then take a high tech...
  18. X

    Barbarian trait indirect benefits

    It's not that difficult of a fix, if it's a bit involved - it's both in Wiser Orcs and Smarter Orcs. Basically, the gist of it is that the AI tracks its dying units due to barbarian action, and when that reaches a threshold (accessible via XML), it moves to a war-like gearing. If you're a C++...
  19. X

    Wiser Orcs (a FfH II mod)

    Actually, it already exists (in LeaderHeads). The strategy code allows you to change it further. I haven't looked into the valuation of religions; it's possible that the numbers used are far too small.
  20. X

    Vanilla FF2 023c - Year gone - Am I missing anything?

    It's been a while, but Smarter Orcs was maintained past the end of 0.23c. The brief summary is that it was less stable (for example, I don't think that multiplayer worked), but had far better AI.
Top Bottom